"On the frontlines, there is but one commandment: THOU SHALT KILL!" Say what you will about the rest of the game -- Dawn of War -- I think we can agree that someone on the THQ marketing team needs to be slapped upside the head. Hard.
What shalt thou kill? Lots of Orks, apparently.
Review by JONATHAN ZABEL Still, I think you'll be able to get past the cheesy tagline, especially considering Dawn of War took home Game of the Year honors from both GameSpy and Computer Gaming World. What many people don't know is that this is the first game to really do the Warhammer 40,000 license justice. I still fondly remember playing Warhammer Fantasy and eagerly awaiting each and every game that had the least bit to do with Games Workshop. And I was disappointed every time. Until now.
We've managed to kill ourselves pretty well in our relatively short span of years, but 40K has always been about all the exciting new ways we'll be able to do it 38,000 years from now. As the entirely more appropriate official slogan reads, "IN THE GRIM DARKNESS OF THE FUTURE THERE IS ONLY WAR."
Dawn of War takes the most recognizable races from that distinctive universe--Space Marines, Eldar, Orks, and Chaos Space Marines--and pits them against each other in one entertaining bloodbath. Consider the fact that when playing the game with miniatures, an average match takes around four hours. (Now, you may not believe me, but it still manages to be consistently fun the whole way through.)
Why does it take so long? Say a group of marines is shooting at some Slugga Boyz: you have to roll to see how many enemies are hit, then your opponent has to roll to see how many of his men are wounded. But a computer can render that same satisfying gunfight into real-time, which is precisely why this game shines.
Amazingly, THQ faithfully translates the mechanics and lore of the game into the mold of an RTS. Even though you're not rolling dice anymore, the fundamental concepts of the miniature game remain intact. You'll still be maneuvering units in squad-based (not individual) combat. Just click a button and spend some resources and an extra man will be added to a squad to "reinforce" it. Also, your troops can (and will) break and flee due to morale.
To win a game of 40K, a true strategist will be naturally drawn to certain positions on any given set of terrain. THQ renders this concept into a new genre by placing "strategic points" around the map. You must capture these points in order to build units and research upgrades. (Once you've taken one of these positions, your "strategic resource" increases--showing that your high command is willing to grant you more troops and technology on account of your success.) Gone are the days of sitting in a base and farming resources. I'd go so far to say this game punishes overly defensive players. The best defense is always a good offense, and that suits me just fine--it ensures constant and intense action.
Now, the single-player campaign serves mainly as an excuse to pit the Space Marines against the three other races featured in the game. After you've breezed through it, you'll be ready for the multiplayer, which is what this game was made for. (There's a reason this game was featured at the World Cyber Games, you know.)
The four races are controlled in fundamentally the same way, but have unique attributes and unites: the Chaos Space Marines have more firepower but less armor than their mundane counterparts, the Orks build war banners to increase their unit cap, and the Eldar have advanced technology but are weaker than the others. My personal recommendation would be to face off against human opponents at the earliest opportunity, even if you get trounced a few times.
You really don't need to be a 40K fan to enjoy this game, but I find that you appreciate the little touches more if you are. The unit chatter (while a bit too frequent and over-the-top) is fitting and, in the case of the Orks, hilarious. Another good example is the way structures are built: Chaos structures are summoned from the Warp, Eldar structures twinkle into existence, and Ork structures are simply heaps of junk dropped from the sky that Gretchen tinker into semi-functionality. The unit animations are appropriately brutal and satisfying to watch, especially the big guys.
In RTS games so far, there hasn't been anything quite like seeing a Chaos Bloodthirster tear into a unit of Space Marines.
Happy hunting, soldier.
(4 * * * * out of 5 * * * * *)
Warhammer 40,000: Dawn of War is rated M (Mature 17+) by the ESRB for Blood and Violence.
- {This is a first review from guest-blogger Jonathan Zabel, a student at USC's School of Cinema and Television, majoring in Interactive Media. You can read all of Jonathan's videogame reviews at forgottenfuturist.}
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